From what I've seen, they are very much in a game developer mindset: you want to make a finished product for a specific use, you want that product to be very well received for your users, and you want it to run really fast on their hardware. When you're done with it, your next product will likely be 80% new code, so long term maintainabity is not a major concern.
And stability is important, but not critical - and the main way they want to achieve it is that errors should be very obvious so that they can be caught easily in manual testing. So C++ style UB is not great, since you may not always catch it, but crashing on reading a null pointer is great, since you'll easily see it during testing. Also, performance concerns trump correctness - paying a performance cost to get some safety (e.g. using array bounds access enforcement) is lazy design, why would you write out of bounds accesses in the first place?